Nancy Drew - The Secret of Shadow Ranch Walkthrough Version 1.4 1/7/09 DDDDD DDDDDDDDDDDDD DDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD D DDDDD DDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDD DDDDD DDDDDDDDDDDDDDDDDDDDDDDDDD DDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDD DDDDDD DDDDDDDDDDDDDDDDD DDDDDD DDDDDDD DDDDDDDDDDDDDDDD DDDDDD DDD DDDD DDDDDDDDDDDDDD DDDDDD DDDDDDDDDDDDDDD DDDDDDDDDDDDDDD DDDDDDDDD DD DDDDDDDDDDDD D DDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDD DDDD DDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDD DDDDDDD DDDDDDD DDDDDDD DDDDDDD DDDDDD DDDDD DDDD DDDD DDDD DDDD DDDDDD DDDDDDDD DDDDDDDD DDDDDDDD DD DDDDDDD Nancy Drew: The Secret of Shadow Ranch Walkthrough A Walkthrough by Michael Gray AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com) Videogame humor: http://www.gamecola.net/ Copyright 2009 Table of Contents: 001. General information 002. Video Guide 003. Walkthrough 003a. Day One 003b. Day Two 003c. Day Three 004. Quick Guide 005. Credits 001-General Information ----------------------------------------------------------- This is a walkthrough for the PC game called Nancy Drew: Secrets Can Kill. It's the first game in the Nancy Drew series, in which you play as Nancy Drew and go around and solve mysteries. If you want to contact me, e-mail ilovecartoonssomuch@yahoo.com, but make the subject blank if you do. If you want to reproduce this guide in some fashion, you should contact me before doing so. 002-Video Guide ---------------------------------------------------------- Hey! Want to see how to beat the game instead of reading about it? Well, I've got a video walkthrough, and you can see it at... http://www.youtube.com/view_play_list?p=18D75E31757E09A4 The video comes complete with my commentary and such. I do a cowboy accent throughout the entire video guide. 003-Walkthrough ----------------------------------------------------------- 003-Walkthrough ----------------------------------------------------------- In this game, you can choose to play junior or senior detective. The difference between the two is in the amount of hints you get, and in the difficulty of the puzzles. This guide covers both junior and senior mode. 003a-Day One ----------------------------------------------------------- "Dear Hannah, Well, I made it to Shadow Ranch, but I'm afraid all is not well. The Rawleys, the people who own the ranch, have been called away on some kind of emergency. They had Dave Gregory (he's their foreman) pick me up at the airport. He gave me a phone number, told me to call the Rawleys at that number as soon as I got settled in, and refused to tell me anything else. In fact, he barely said two words to me the whole ride to the ranch! What's worse, Bess and George aren't here yet, which is very strange, because even though we had to take different flights, we figured we'd get into Phoenix at the same time. Being here without them feels odd; after all, the Rawleys are their aunt and uncle, not mine. I wouldn't even be here if Bess and George hadn't begged them to invite me out to the ranch for two weeks, too. Until about three months ago, the Rawleys owned a clothing store. Bess said it was always their dream to sell the store and buy a cattle ranch. I hope they're okay, but frankly, as beautiful as Shadow Ranch is, I'm starting to get a bad feeling about this place. Love, Nancy" The game starts with Nancy inside Shadow Ranch. You're in the main room, where there's a fireplace and bookshelves. Take out Nancy's phone and call the Rawleys. The Rawleys are in the hospital because Ed was bitten by a snake. And the ranch is being plagued by a phantom horse, but the Rawleys get interrupted before you can learn more. But, of course, they give you a bunch of chores to do before. You can't leave this room by the front door, so you have to go out through the kitchen. Shorty, the cook, is in the kitchen. Talk with Shorty about the phantom horse. Head outside. There are three buildings here. The red one is the pump house. The one in the middle is the chicken coop, and the third one is the horse barn/stall area. Talk to Dave Gregory, who's the cowboy standing in front of the chicken coop. Dave tells you about the phantom horse, and he gives you the key to the Rawleys' roll-top desk. Head over to the horse barn. Three horses are tied up in this area. Enter the small door here to find Tex, the head wrangler. Tex is constantly in a grumpy mood. He refuses to let you ride unless you do a lot of things, the first of which is do Shorty's chores. You have to ask him "May I go riding now?" to start the chores. Pick up the hat on the barrel like Tex said, then go back inside the house and ask Shorty what chores he wants done. He wants you to pick some vegetables and start a fire. Go to the main part of the house. There are papers in front of the fireplace. Pick up two of them for the fire. Then open the roll-top desk. Take the three metal prongs, and the letter for Mary Yazzie. You should also read the bill from Mary Yazzie, and a letter from Jane Nash (who is angry at the Rawleys for firing her). Bess and George call around this time in the game. They're stuck in an airport in Omaha. George has a book on 19th century fashion, which is a not-so-subtle hint that you need to know something about 19th century fashion in order to beat the game. Head outside. Right next to the door is a thermometer, and the basket for vegetables. Take the basket, then head to the vegetables. You should only pick ripe vegetables. You can use the internet on your phone to see what ripe vegetables look like. You can identify them mostly by color. Romano: Light green and straight. Golden Queen: Orange-yellow. Old Ivory: Golden. Northern Lights: Big-colored. Beefsteak: Red. Black Turtle: Pinkish and wrinkly. Pick four Northern Lights, two Beefsteaks, and two Golden Queens. Those are all the ripe vegetables. Once you pick them, take them to Shorty. He thanks you and gives you an egg basket. Go to the chicken coop and look at the nests. You can take eggs from nests while the chickens are there, except for the white chicken with a "WARNING" sign over it. This is the CHICKEN OF DEATH. DO NOT TOUCH THIS CHICKEN UNDER ANY CIRCUMSTANCES, or else the game ends. When you pick up some eggs, the basket breaks. Shoot. You get a puzzle to solve to fix the basket. You have to put the pieces into place. When a piece is put in the right place, it sticks there and doesn't move. You will have to flip some pieces in order to get them to fit correctly. A piece fits in a spot if a) it is long enough and b) it fits the pattern. You'll notice that some rows are blank, while other rows have green triangles on them. This means that only blank pieces go in blank rows, while only green triangle pieces fit in green triangle rows. It's not too difficult of a puzzle, and it gets progressively easier as you fill in rows. Once you are done, click on the basket three times to sew it back up. Then collect more eggs. You need six overall; if you don't find enough, leave and go back inside the house. Then go back inside the chicken coop to look for more eggs. Once the eggs are collected, the only chore you have left is making a fire. Get two pieces of paper from the fireplace inside the house, if you haven't done so already. To make the fire, you'll need five groups of sticks that are hidden throughout the ranch. 1) In the space between the vegetable gardens, near the fence. 2) Near a bush to the right of the door the chicken coop. 3) When you exit the chicken coop, in front of a cart with a cactus on it. 4) Head towards the front door. They're to the left of the door, off of the porch. 5) To the right of the pump house. You also need to chop wood. Head to where the chopping block is. Put a piece of wood on the block and pick up the axe. You get a puzzle. You have to choose where Nancy stands, and the angle of the swing. To choose where she stands, pretend the chopping block is a 3 by 3 square. Then stand in that part of the square that the log is in. Choosing the angle isn't tough either. If the black divider is leaning to the left, you'll have to hit it from the left. Chopping wood isn't that tough, so once you chop up all three logs, you're done. Head to the fire pit. Inside the pit is a note with weird symbols on it. Huh. Ignore that for now, and put the papers you have into the fireplace. Then put the twigs in the fireplace, then the logs. Pick up the bucket there. Take it to the pump house and put it in the sink. Turn the faucet to fill it with water. Then pick up the bucket and put it back where you found it. YAY! CHORES ARE DONE! Get a canteen of water from Shorty, and let's ride! Go to the horse stall and ask Tex for permission to ride. He says you have to do his quiz first. Pick up the saddle on the wall that belongs to Bob (also, pick up the hat on the barrel if you haven't done so already). Then head out to the horses and put Bob's saddle on. Lift up the "stirrup" and pull on the "cinch" to check the horse's "girth". That's cowboy talk for "tighten the saddle". Then click on Bob's neck (where your icon turns into a white hand) to lead him outside. Jump on Bob, and Tex gives you his quiz. He repeats the questions over and over again until you get them right, so you can beat the quiz just by guessing. Where's the horse's hocks? On its back legs. Where's the horse's frogs? On the bottom of its hoof. How tall is a horse that's fifteen hands? Five feet. What type of horse is a Paso Fino? A gaited horse. How do you know if a horse is colicking? It keeps lying down, then standing up. What is the difference between a Bay and a Chestnut? A Bay has black points. What tribe bred the first Appaloosas? The Nez Perce. What part of a horse is most likely to be hurt when it founders? The feet. What part of the saddle should always be checked before you go out on the trail? The cinch. What is a mule? The offspring of a female horse and a male donkey. Once you pass the quiz, Tex lets you go riding. The only place you can ride to is Mary Yazzie's, so go there. Talk with Mary and give her the letter from the Rawleys. They turned down her offer for a piece of land. And apparently, the trunk they gave her can't be opened. Inside Mary's shop is a game called "Run for Cover". Play it in order to get a token. Junior Mode Solution: Level 1: Move two down, five right, two down, two right, and three down. Level 2: Move three down, one right, one up, one right. This gets the two coyotes side-by-side. Then move five down and five right to the hole. Level 3: Move two up, four right, four down, one left, four up, three left, two down, one right, two down, and six right. Senior Mode Solution: Level 1: Move two down, two right, one left, one right, five down and five right. Level 2: Move two up, four right, four down, one left, four up, three left, two down, one right, two down, and six right. Level 3: Move two up, two right, two down, one right, one left, two up, two left, two down, two right, three up, five right, and one up. You win a token if you beat the game. Yay! Also in the shop is the trunk that can't be opened, and a flyer about Charleena Purcell with her phone number on it. Examine the trunk a couple of times, until Nancy says, "If I could find out who made this thing, it might help me get it open." Go outside Mary's shop and call Charleena Purcell. She tells you the trunk was made to celebrate a wedding on 4, 9, 1811. Go back to the trunk. Stick the three metal pieces from the Rawley's desk into the trunk. Now set the pieces to 4, 9 and 11, as if they were clock hands. That is, put the first piece in the four o'clock position, the second in the nine o'clock, and the third in the eleven o'clock. This opens the trunk. Take the watch out of the trunk, then head back to Shadow Ranch. Knowing how to open the trunk lets you open the blanket container in the corner next to the roll-top desk. Go inside the house (return your saddle where you found it to knock over a card that Tex has. Tex's sister is Jane Nash, the disgruntled ex-employee!). The clock on the fireplace is broken, but the colors are a clue. Red: 12 Blue: 2 Yellow: 7 Go to the blanket holder in the corner and put the metal things into the three holes. Set the red one to 12, the blue one to 2 and the yellow one to 7. This opens a secret compartment in the blanket holder. Inside is Meryl Humber's diary. Meryl was the Sheriff who hung Dirk Valentine. His daughter was Frances Humber, the owner of Shadow Ranch. She was in love with Dirk Valentine. Read Meryl's diary. Also inside the compartment is a letter to Frances from Dirk. He hid a treasure for her, and he has some clues on how to find it. Think about her favorite flower (which Meryl's diary says is Harrison's Yellow) and the flowers on her favorites. Find the message Dirk hid in his cell, and solve the petroglyph rock puzzle he left. Pick up the piece of paper with the rock puzzle on it. Also, pick up the watch. It's a puzzle. Click the six buttons in the proper order (this order is randomly chosen each time you play the game) to find a watch opener. Take it. Now look at the watch you got from Mary Yazzie's. Use the watch opener on it. Press the six buttons in order (again) to find a picture scrap. On the back of the picture are the words "Green bottle under". Examining everything in the blanket compartment ends Day One. You see a cutscene of the cookout that night, with Shorty playing guitar. Tex and Dave leave, and the phantom horse appears. The pump house explodes (or something like that) when the horse passes it. 003b-Day Two ----------------------------------------------------------- Day Two begins with a phone call from the Rawleys. They agree to let Nancy investigate things, of course. Shorty isn't in his area, so you can sneak around to find that he's learning about mineral deposit. Shorty catches you when that happens, but he doesn't stay mad at you for long. Talk to Shorty in order to get chores. He isn't doing a cookout tonight, so all you have to do is collect vegetables and eggs (not really, but that comes a bit later). Go outside and collect the ripe vegetables. The way to identify ripe vegetables is the exact same as it was on Day One. Today, you need to pick five Romanos, two Ivory Eggs, two Beefsteaks and three Black Turtles. No Golden Queens and Northern Lights need be picked. Once you pick vegetables, you can collect eggs. Get six eggs, just like yesterday. If there aren't enough eggs, go back in the house and go back to the chicken coop. Shorty gives you a NEW chore when you give Shorty the eggs. It seems that it's Tex's birthday, so Nancy needs to bake him a cake. Check the box of recipes. Frances Humber's recipe for Shadow Cake is in there, and it comes with a flower! Aha! We have to find the flowers on her favorites, so let's make the cake to find out what flower it is, because it'll come in handy. Making a cake is kind of difficult, because they throw in purposely-tricky notes, such as instructions to use four cups of flour, but giving you a pint-sized flour cup. Fortunately, I've got you covered. 2 sticks of butter 2 eggs 5 spoonfuls of milk 2 pints of flour 3 spoonfuls of baking powder 7 spoonfuls of sugar 3 spoonfuls of vanilla Pour the cake into the middle container, then put it in the oven on medium for 45 minutes. The game expects you to guess which container, how long to cook it, and what temperature to cook it at; those are the correct things you should use to make a great cake. Once the cake is baked, Shorty forces you to make the flower. You can kind of see the outline of the flower on the cake, and when you get a piece in place, it stays there. The end result is a tulip. So "tulip" is on the list of flowers now. Head outside and check the pump house. The sheriff has it closed off. Call the sheriff to get access to go in. If you don't know his phone number, it's on the fridge. Check out the busted pipe in the pump house, and pick up the arrowhead in the ground nearby. Look at the shelves here. See the grating under the right shelf? Open it up and go through the passage to find the hidden cellar, where you find...Dave? Dave is looking for Dirk's treasure, too. See, he's related to Frances Humber's cousin. He shows Nancy the other half of the photo, which has a message on it. Putting that with the message we found yesterday, the message reads "green bottle under stairs to cellar". Dave leaves. Check the shelves here to find Frances' old purse. It was made in the 19th century. What a surprise! Head out through the secret passageway. Nancy, using her detective skills, figures that the stairs in the secret passageway are the ones the note refers to. Turn around and open the top stairs. You get a sliding puzzle. Junior Mode: There is a piece that is one high and two wide on the second row from the top. Move this piece to the right. Move the one-by-three piece into the hole made by your last move. Move a two-by-one up, so it is next to the one-by-three piece that was just moved. Move a two-by-one piece to the left, so it slides under the two-by-one piece that was just moved. There are two three-by-one empty slots. There is a two-by-one piece that is one column left of the higher three-by-one empty slot. Move this piece up. This opens a space, so you can move a two-by-one piece right into the space just opened. Now you have an empty space that's three high and one wide. And by total coincidence (okay, not really), a three high, one wide piece is beneath this empty space. Move it up. Move the two-by-two piece right, and move the FH right. Senior mode: Ooo, the puzzle's a bit more complicated now. There's a 2-by-2 piece with a 2-by-1 empty space both right and left of it. Move this piece right. This allows you to move a 2-by-1 piece down, where the 2-by-2 piece was. Move this piece down. This allows you to move a 2-by-2 piece right. Do so. This allows you to move a 2-by-1 piece up, into the spot where the 2-by-2 piece was. Do so. The upper/right corner will be a 2- by-1 piece with 2 2-by-2 pieces right of it. This pattern repeats for two rows in the upper/right corner. Now you want to clear some room in the lower/right corner. There are two pieces that are 2 high and 1 wide here. Move both of them up. Moving those pieces lets you move a 2-by-2 piece right. Do so. There is an empty 2-by-2 spot because you moved a 2-by-2 piece. There is a 2-by-1 piece that you can move right, into this spot. Do so. Move the 2-by-2 piece up. One the bottom row, there is a piece 3 high and one wide. Move this piece up. Then move the piece in the bottom/left corner (which is three wide) right. Move the 2-by-1 piece that is next to the FH piece down, so you can move the FH piece right. Inside the bottle are letters from Dirk. These are the hint to the "flowers on the favorites" puzzle. See, the letters list the five favorites he had in mind: her shawl, Cappy's crackers, her purse, her cake, and her stationery. We know the flower on her cake was a tulip. Leave the secret passageway and call Bess and George about the shawl. They'll research it and get back to you later. Talk to Dave and ask if he has a letter from Frances. He does. On the stationary is a tulip. Awesome! Okay, that leaves two more flowers to investigate. Go inside the ranch and look at the picture of Frances Humber. Zoom in on her shawl, then take out Nancy's cell phone and look up stitches on the Internet. It's a daisy stitch! The last flower, Cappy's crackers, is in the ghost town. If you haven't already, ask Dave about the jail that Dirk Valentine was arrested in. We have to go there anyway to see the message Dirk left in his cell. Dave gives you directions. So let's go riding to the ghost town! Oh, wait, Tex has work for you to do first. You need to feed the horses and chickens. There are five containers with food in them. From right to left, they contain oats, mixed meal, corn, purple stuff, and chicken feed. This puzzle is kind of tricky, because the game lists things in pounds in an attempt to screw you up. For instance, the board says you need 3 mixed for Ace. But since that means 3 pounds, you have to get 2 scoops of mixed, or else Ace dies. TRICKY!!! So to make things not tricky, I list the food in number of scoops. Bob: 2 oats, 2 corn, 1 mixed Clyde: 3 oats, 1 mixed Ace: 1 oats, 1 corn, 2 mixed Chickens: 2 chicken feed Once you feed the horses and chickens, Tex will let you go riding. But wait! He's got a roping and riding challenge for you! Take Bob out to the corral. Click on the barrels to go riding. You need to click when you're near the barrels to get Nancy to turn around the barrel faster. Do this for all three barrels, and Nancy finishes in time. You can click on the rope that's on the wooden horse to try roping. You need to click on the broom to get Nancy to throw the rope. The trick is to watch the circle formed by the rope. Usually, it's messy, but sometimes, it's a perfect circle. When it's a perfect circle, click and you rope the broom. You might want to click and hold the mouse button down, then release it at the appropriate moment for even quicker clicking if'n you're a little slow. Once you do barrel riding and roping well enough, Tex gives you a lariat. When this happens, grab Bob and go riding out to Mary Yazzie's. Ask Mary about petroglyphs. She mentions Cougar Bend. This allows you to go riding to Trail Stop and Cougar Bend. First though, we have to check out the ghost town. Go thar. You can check out the jail and the cell, but it's locked, so it's really a big waste of time. Instead, head to Cappy's. Cappy's is locked by order of the Sheriff. Pull out the phone. There's a cheat you can use to call the Sheriff (even though you're not supposed to get reception out here). Press the Web button, then the phone directory button. Ta-da! You can now call the Sheriff. Sheriff Hernandez gives you permission to enter. Go inside. There are some books here. Look at them. Someone has been living here, if the sleeping bag is any clue. There's also a piano here, and a slot machine game. To play the game, you can stick in the token from Mary Yazzie's Run for Cover game. Pull the handle to get four random pictures. Click under a picture to save it, then pull the handle again. The pictures that aren't saved get replaced by other random pictures. You need to get four nasty varmint pictures to win. I recommend saving your game before playing the slot machine game, because winning is random. If you win, you get...two tokens. Yay. The only other thing of interest in Cappy's is an old can. Look at it to see the slogan. Call Charleena Purcell about the can, and she agrees to investigate it. Before leaving the ghost town, you have to pick up two arrowheads. One is in front of the barrel near the noose, and the other is in front of the outhouse. A scorpion might show up, and if it does, leave and go into Cappy's, then come back and the scorpion will be gone. You should also take the crank from a machine that's left of the outhouse. When you zoom in on the outhouse, look left and take the crank. Head to the Trail Stop. There are four arrowheads here. One is on the ground when you first get there. Take a step forward to see another arrowhead on the left. Take two steps ahead and there's a third arrowhead on the left. Then walk all the way forward, and the last arrowhead is on the left. Go back to Bob and ride to Cougar Bend. Notice something? Cougar Bend looks like the map Dirk left for Frances. Look at the walls here, and you'll see drawings (aka petroglyphs) in the blank spots on Dirk's map. Your goal is to look at all the petroglyphs in this area, then place them on the map. Do this by putting each petroglyph on the map as soon as you see it. In order to get the petroglyphs in the upper/right, you need to use Nancy's lariat to lasso up to the log. Then climb up to that area. Once you get all the petroglyphs in place, it spells out the message "under Cappy's keys, Pappy's name please". Call Charleena Purcell to learn that Dirk's pappy was named Cashmeer. There are three arrowheads in this area for you to get. One is on the ground, in the area where you see the white dog petroglyph. Another is on the screen left of the log you lasso onto (when you're standing on the above area). And the third is on the left part of the area, before the rock slopes that you climb up. Head to Cappy's, in the ghost town. Check out the area below the piano, and it's a letter puzzle. You have to spell out the name CASHMEER. Do this by moving the letters in this order: 7 6 8 3 2 5 1 4 That's seventh letter first, then sixth letter, then eighth, and so on. You get a message about forks and Beady Eyes ranch. Well, the forks are the tuning forks in Mary Yazzie's. Go to Mary Yazzie's. Examine the tuning forks, then ask Mary for them. She wants ten arrowheads in return. If you haven't gotten all the arrowheads yet, there's one in the pumphouse at Shadow Ranch, two in Dry Creek, three at Cougar Bend and four at Trail Stop. Mary lets you get the tuning forks. Head BACK to Dry Creek, the ghost town. This is kind of an odd puzzle, but Beady Eyes ranch refers to the front of the jail. See, there's a floorboard that has BD written on it. Pretty odd if you ask me, but in any case, open up the floorboard and take the machine there. If you haven't already, grab the crank from the machine on the porch of the building opposite of the jail. You can do this by zooming in on the outhouse, then looking left. Head to Cappy's. Next to the old crackers tin is an indentation. Put Dirk's machine in the indentation, then pull out the tuning forks. Put the forks in the right holes to spell out the name "Frances". Then turn the crank. A sound is heard, and it breaks a nearby lamp. Check out the lamp for another clue from Dirk. It talks about Zebra Rock and an attractor of metal. What that means is a magnet. Go back to Shadow Ranch because Shorty has magnets on his fridge. It turns to night when you get there. Dave said when it was night, you have to fix the chicken coop. Grab Nancy's gloves from her Bob's sadle. Then go to the chicken coop. You get a jigsaw puzzle. Put all the pieces into place. Once you get one piece into place, that should help you get the other pieces into place. The difference between junior and senior mode is the size of the pieces. Once you get done, Nancy notices her gloves are glowing like the phantom hors. The horse shows up. The power line gets destroyed, too. 003c-Day Three ----------------------------------------------------------- Day Three starts with a call to Bess and George. Fortunately, they're on the way, and the ranch has a back-up generator. Talk to Shorty to get chores again. Pick the vegetables. This time, you pick four Northern Lights, two Beefsteaks, 2 Golden Queens and 2 Black Turtles. Give Shorty the vegetables, then get six eggs for him. Give Shorty the eggs, then get a canteen of water from him. If you haven't already, take the apple magnet from Shorty's fridge. Go ask Tex to ride. He wants you to fix a bridle. Put all the pieces together to be allowed to ride. Do this, then ride to Trail Stop. Head to the grave that belongs to Charlie the mule. Turn so your back is facing the grave, then go forward. See the striped rock? That's the Zebra Rock that Dirk mentioned in his letter. Open up the rock. Inside is a puzzle. You have to move the four magnet pieces through the maze. The tough part is that there are pieces of wood obscuring your view. Cheat: Step back away from the puzzle, then move forward to look at it again. Once you do this ten or so times, the pieces of wood disappear, making the puzzle loads easier. Fe goes on the orange spot. Cu goes on the green spot. Mn goes on the purple spot. Si goes on the gray spot. You get a box when you solve the puzzle, but the box has flowers on it. We don't know all the flowers yet! Bess and George, as well as Charleena, have gotten back to Nancy by this time. Check the emails from them, and do the internet search Charleena tells you to do to learn that the crackers were sunflowers. But Bess and George didn't tell you the flower, just the sewing pattern. Go to Mary Yazzie's and ask for beads to sew with. Mary gives you a bead sorting puzzle. Sort the beads by type, then by color, then by size (using the size chart on the bottom of the bead box). Wow, what an annoyingly long puzzle. Mary gives you beads. Sew the beads onto the purse in this order: 1) Yellow 2) (black, black with red corners) 3) (black, black with red corners) 4) (black, black with red corners) 5) (black, black with red corners) 6) (red, white, red with pink corners) 7) (red, white, red with pink corners) 8) (red, white, red with pink corners) 9) (red, white, red with pink corners) Hey, the flower is a poppy! Now we know all the flowers. Just to recap... Shawl Daisy stitch Cappy's Crackers - Sunflowers Purse Poppy Cake Tulip Stationery Lily Favorite Flower Harrison's Yellow You learned about Harrison's Yellow from Meryl Humber's diary. Now open up the box and put all flowers in. You have to put all six flowers on the box, but there's only one order you can do them in. Top row: Poppy Middle Row: Sunflower, Harrison's Yellow, Lilly Bottom Ron: Daisy, Tulip Once you get the flowers in place, there's another message from Dirk. You need to find a key to open up the box fully. Dang it! Well, the only thing you haven't done yet is examine the message Dirk left in his jail cell. That's because the cell was locked. Go to Dry Creek, then Cappy's. The key is where the sleeping bag used to be. Pick it up, and ow! The culprit knocks Nancy unconscious, then locks her in jail. Well, now you can read the message in the cell. It's a simple code, where 1=a, 2=b and so on. Type in the message letter by letter to learn that the message is "under bank lamp". Now let's escape from jail. You want to knock the key over with bricks that are conveniently located in your cell. However, the key is above a hole. Lasso the chair, then knock the key over. Lasso the chair again to get the key. Use the key on the door to escape. Hello, what's this? The culprit left behind Dirk's secret code! Use this on the piece of paper you found in the fireplace a long time ago to learn...that the culprit wants supplies. Useless to know. The bank in town is in between Cappy's and the general store. Examine a brick on the side of the bank. You can remove it to learn a message about playing games more than one way with a ring. Go to Shadow Ranch to get the ring from Dave. Then go BACK to Dry Creek. Harumph. I dislike running around. Go to the slot machine in Cappy's. Put the ring on the slot machine. SAVE YOUR GAME, then put a token in the machine. Play the slot machine game, only this time, find nice friends. You can reload from your save file as often as necessary, because that's easier than returning to Mary Yazzie's to get tokens every time you lose. Once you win the slot machine game, you get a key. Use it on the flower box to read a message. Dirk wants you to play connect- the-dots with the pictures on his message. Draw the pictures on the message somewhere. Then open the petroglyph map and connect the dots. When you're done, you see a giant V. Head to Cougar Bend, and lasso to the upper area. There's a V petroglyph here. Look behind it to find a stone and a poem. You need to take the stone to Charlie's grave. The stone is messed up. Go to Mary Yazzie's and ask her to clean it for you. Then go to Trail Stop and look at the grave of Charlie the Mule. Nancy holds up the stone/picture agate. Spin around in a circle until you see the tree on the stone. Move forward to this new area, and Nancy rides there. You're in uncharted territory now. Move forward several times, then lasso the log to reach some cliff dwellings. Awesome! Dirk has instructions on the wall here, written in his code. Brown Lime Yellow Red Blue Orange Lime Yellow Brown Blue Lime Orange Blue Brown Lime Orange Red Blue Yellow Lime Blue Lime Brown Yellow And here is a maze! Use the colored markers above the doorways to get through the maze. Here's the tricky part. In this maze are a bunch of pots. Inside five of these pots are keys. Collect all five keys. They pots they are inside of is different each time you play the game, and there's a good chance you might have to go out of the way (that is, off the path that Dirk wrote out) in order to find the keys. Once you get all the keys and to the end of Dirk's directions, you reach a door. Use the keys on the door, by putting them in the right holes. Then open the door. Inside is Dirk's treasure. Open the box in the corner to see it's a bunch of golden hearts. Awww...how sweet! Leave the room to go back to the maze. Shorty appears. Oh no! Shorty is the culprit! Go back through the maze and stop in the first room you reach with four markers. If you didn't notice earlier, the red room has a trap floor. Switch the green and red markers. That way, Shorty will go into the room with the trap floor. He does so, and is trapped. Yeeha! Shorty is captured and the treasure is found! That's the end of the game, everyone! 004-Quick Guide ----------------------------------------------------------- Just because I felt my guide was a bit wordy, here's a quick overview of what to do to beat the game. This'll help gamers figure out what to do next if they're stuck at a particular part of the game. Day One: Phone the Rawleys. Talk with Shorty to get chores. Pick the ripe vegetables in the garden, then give them to Shorty. Fix the broken egg basket. Get six eggs and give them to Shorty. Collect two pieces of paper from the fireplace inside the ranch. Collect five groups of twigs scattered around the ranch. Cut three logs of wood. Put the paper, the twigs, then the logs in the firepit. Take the bucket by the fireplace and fill it with water, then return it. Ask Shorty for a canteen of water. Talk with Dave to get the key to the rolltop desk. Take the letter from the rolltop desk. Read the Bill of Sale from the rolltop desk. Take the three metal prongs from the rolltop desk. Talk to Tex in the horse barn. Grab a hat and Bob's saddle. Put the saddle on Bob and tighten it. Solve Tex's horse quiz. Ride to Mary Yazzie's. Look at the sign about Charleena Purcell. Play and beat the Run for Cover game. Give Mary the letter from the Rawleys. Ask Mary about the trunk. Examine the trunk. Try putting the metal prongs inside it. Call Charleena Purcell. Open the trunk and take the watch. Go to Shadow Ranch. Open the blanket holder, using the three prongs and color cues on the clock over the fireplace. Read the diary inside. Read the letter inside. Take the map inside. Take the watch inside. Open it by pressing the six buttons in sequence to get a watch opener. Open the watch from Mary Yazzie's with the watch opener. Open the watch further by pressing the six buttons in sequence. Day Two: Examine Shorty's area. Talk to Shorty to get chores. Pick vegetables for Shorty. Get eggs for Shorty. Bake a cake for Shorty. Get a canteen of water from Shorty. Call the sheriff to get into the pump house. Pick up the arrowhead in the pumphouse. Go through the hidden passageway in the pump house. Take the purse from the shelves in the cellar. Examine the stairs in the hidden passageway. Solve the puzzle to get the green bottle. Read the letters inside. Talk to Dave about the jail cell. Ask Dave to see a letter. Examine the picture of Frances Humber in the ranch, and look up stitches on the internet to see that her shawls has a daisy stitch. Call Bess and George and ask them to identify the flower on the purse. Talk to Tex. Feed all the animals. Beat Tex's barrel-racing challenge. Beat Tex's roping challenge. Receive a lariat. Ride to Mary Yazzie's. Ask her about petroglyphs. Ride to Dry Creek. Collect two arrowheads. Collect a crank from the machine on the general store's porch. Try to get in Cappy's. Call Sheriff for permission to enter Cappy's. Examine book in Cappy's. Examine cracker tin in Cappys. Go to Cougar Bend. Match all petroglyphs on the bend to the map to get a message. Lasso up to the area above to find all the petroglyphs. Get three arrowheads here. Go to Trail Stop and get four arrowheads there. Call Charleena Purcell. Ask about the cracker tin and Dirk's pappy. Go to Cappy's. Look at the bottom of the piano. Spell out CASHMEER. Read secret message. Go to Mary Yazzie's. Examine tuning forks. Ask Mary for the forks. She gives them to you for ten arrowheads. Go to Dry Creek. Pry the floorboard on the porch of the Sheriff's office to get a box. Go to Cappy's. Put box in indentation next to cracker barrel. Put tuning forks in box to spell out "FRANCES". Examine letter in the now-broken lamp. Go to Shadow Ranch. Get gloves and fix chicken coop. Day Three: Talk to Shorty to get chores. Pick vegetables. Gather eggs. Get a canteen of water from Shorty. Take magnet from Shorty's fridge. Ask Tex to ride. Fix bridle. Ask Tex to ride. Ride to Trail Stop. Look under the striped rock. Solve the magnet puzzle. Take the box. Check Nancy's email from Charleena. Check the website Charleena mentions. Go to Mary's and ask her for some beads. Solve Mary's bead puzzle. Check Nancy's email to learn about sewing. Sew the beads on the purse. Open the box with the proper flowers. Go to Dry Creek and visit Cappy's. Take the key where the sleeping bag was. Examine scratches on the wall and spell out the message. Lasso the chair. Throw a brick and knock over the key. Lasso the chair. Use the key on the lock. Pick up the sheet of paper on the ground. Go to the bank in town, and pull out a brick. Read message inside. Go to Shadow Ranch. Ask Dave for a ring. Go to Dry Creek, then Cappy's. Use ring on slot machine. Beat slot machine game by finding nice friends to get a key. Use key on box with flowers. Read paper inside. Connect the dots between the pictures on the paper and the map to see the V petroglyph. Go to Cougar Bend. Look behind the V petroglyph to find a stone. Go to Mary Yazzie's. Ask Mary to clean the stone. Go to Trail Stop. Look at Charlie's grave. Spin around until you see the picture on the stone. Move forward. Go through this area. Lasso up to find cliff dwellings. Read Dirk's maze instructions. Go through the maze, while finding five keys. Use keys on door. Find Dirk's treasure. Leave and meet culprit. Go through maze to the first room you find with four exits. Switch the red and lime door markers. You win! 005-Credits ----------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2009. If you want to use any part of this FAQ, ask me first (instructions under general information)